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Debug: Improve listing properties somewhat
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4c66fd7a90
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@ -8,7 +8,7 @@ var menu_moving = false
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var menu_position = 0.0
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var menu_velocity = 4
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var history = []
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var history : Array = []
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var history_pos = 0
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onready var expression = Expression.new()
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@ -77,11 +77,13 @@ var commands = {
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}
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#List of all of Godot's builtin types
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var types = ["nil", "bool","int","float","String","Vector2","Rect2",
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const types:Array = [
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"nil", "bool","int","float","String","Vector2","Rect2",
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"Vector3","Transform2D","Plane","Quat","AABB","Basis","Transform",
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"Color","NodePath","RID","Object","Dictionary","Array","PoolByteArray",
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"PoolIntArray","PoolRealArray","PoolStringArray","PoolVector2Array",
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"PoolVector3Array","PoolColorAray"]
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"PoolVector3Array","PoolColorAray"
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]
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onready var present_working_node = get_node("/root/Main")
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@ -455,13 +457,23 @@ func command_exec(command):
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# listprops: list properties (variables) of present working node
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func command_listprops(_command):
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var props = ""
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var proplist = present_working_node.get_property_list()
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debug_print_line(String(proplist) + "\n")
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proplist.sort_custom(self, "propSort")
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for prop in proplist:
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if prop["name"]:
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props += "" + types[prop["type"]] + " " + prop["name"] + "\n"
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pass
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debug_print_line(props)
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pass
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func propSort(a, b):
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if a["type"] == b["type"]:
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return a["name"] < b["name"]
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return types[a["type"]].to_lower() < types[b["type"]].to_lower()
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# getprop: get the value of a named property of the present working node
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func command_getprop(command):
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if command.size() > 1 && command[1].is_valid_identifier():
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if command.size() > 1:
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var res = present_working_node.get(command[1])
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debug_print_line(variant_to_string(res) + "\n")
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else:
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